* Add skinning and morphing samples to check functionality * Implement skinning for more than four bones pair vertex The API allows defining an unlimited number of bone indices and weights of primitives. Data is defined in building process of the renderable manager. Backward compatibility with the original solution. Skinning of vertices is calculated on GPU, data is transferred to the vertex shader in the texture.
177 lines
6.8 KiB
C++
177 lines
6.8 KiB
C++
/*
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* Copyright (C) 2023 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <filament/Camera.h>
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#include <filament/Engine.h>
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#include <filament/IndexBuffer.h>
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#include <filament/Material.h>
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#include <filament/RenderableManager.h>
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#include <filament/Scene.h>
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#include <filament/Skybox.h>
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#include <filament/TransformManager.h>
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#include <filament/VertexBuffer.h>
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#include <filament/SkinningBuffer.h>
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#include <filament/View.h>
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#include <utils/EntityManager.h>
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#include <filamentapp/Config.h>
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#include <filamentapp/FilamentApp.h>
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#include <cmath>
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#include "generated/resources/resources.h"
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using namespace filament;
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using utils::Entity;
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using utils::EntityManager;
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using namespace filament::math;
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struct App {
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VertexBuffer* vb;
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VertexBuffer* vb2;
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IndexBuffer* ib;
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Material* mat;
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Camera* cam;
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Entity camera;
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Skybox* skybox;
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Entity renderable;
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};
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struct VertexWithBones {
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float2 position;
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uint32_t color;
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filament::math::ushort4 joints;
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filament::math::float4 weighs;
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};
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static const VertexWithBones TRIANGLE_VERTICES_WITHBONES[6] = {
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{{1, 0}, 0xffff0000u, {0,1,0,0}, {1.0f,0.f,0.f,0.f}},
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{{cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ff00u, {0,1,0,0}, {0.f,1.f,0.f,0.f}},
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{{cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xff0000ffu,{0,1,0,0}, {0.5f,0.5f,0.f,0.f}},
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{{1, -1}, 0xffffff00u, {0,2,0,0}, {0.0f,1.f,0.f,0.f}},
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{{-cos(M_PI * 2 / 3), sin(M_PI * 2 / 3)}, 0xff00ffffu, {0,1,0,0}, {0.f,1.f,0.f,0.f}},
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{{-cos(M_PI * 4 / 3), sin(M_PI * 4 / 3)}, 0xffff00ffu,{0,1,0,0}, {0.f,0.f,0.5f,0.5f}},
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};
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static constexpr uint16_t TRIANGLE_INDICES[6] = { 0, 1, 2, 3};
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mat4f transforms[] = {mat4f(1),
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mat4f::translation(float3(1, 0, 0)),
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mat4f::translation(float3(1, 1, 0)),
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mat4f::translation(float3(0, 1, 0))};
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int main(int argc, char** argv) {
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Config config;
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config.title = "hello skinning";
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App app;
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auto setup = [&app](Engine* engine, View* view, Scene* scene) {
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app.skybox = Skybox::Builder().color({0.1, 0.125, 0.25, 1.0}).build(*engine);
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scene->setSkybox(app.skybox);
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view->setPostProcessingEnabled(false);
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static_assert(sizeof(VertexWithBones) == 36, "Strange vertex size.");
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app.vb = VertexBuffer::Builder()
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.vertexCount(4)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 36)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 36)
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.normalized(VertexAttribute::COLOR)
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.attribute(VertexAttribute::BONE_INDICES, 0, VertexBuffer::AttributeType::USHORT4, 12, 36)
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.attribute(VertexAttribute::BONE_WEIGHTS, 0, VertexBuffer::AttributeType::FLOAT4, 20, 36)
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.build(*engine);
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app.vb2 = VertexBuffer::Builder()
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.vertexCount(3)
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.bufferCount(1)
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.attribute(VertexAttribute::POSITION, 0, VertexBuffer::AttributeType::FLOAT2, 0, 36)
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.attribute(VertexAttribute::COLOR, 0, VertexBuffer::AttributeType::UBYTE4, 8, 36)
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.normalized(VertexAttribute::COLOR)
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.attribute(VertexAttribute::BONE_INDICES, 0, VertexBuffer::AttributeType::USHORT4, 12, 36)
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.attribute(VertexAttribute::BONE_WEIGHTS, 0, VertexBuffer::AttributeType::FLOAT4, 20, 36)
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.build(*engine);
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app.vb->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_WITHBONES, 154, nullptr));
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app.vb2->setBufferAt(*engine, 0,
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VertexBuffer::BufferDescriptor(TRIANGLE_VERTICES_WITHBONES + 3, 108, nullptr));
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app.ib = IndexBuffer::Builder()
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.indexCount(4)
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.bufferType(IndexBuffer::IndexType::USHORT)
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.build(*engine);
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app.ib->setBuffer(*engine,
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IndexBuffer::BufferDescriptor(TRIANGLE_INDICES, 8, nullptr));
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app.mat = Material::Builder()
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.package(RESOURCES_BAKEDCOLOR_DATA, RESOURCES_BAKEDCOLOR_SIZE)
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.build(*engine);
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app.renderable = EntityManager::get().create();
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RenderableManager::Builder(2)
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.boundingBox({{ -1, -1, -1 }, { 1, 1, 1 }})
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.material(0, app.mat->getDefaultInstance())
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.material(1, app.mat->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLE_STRIP, app.vb, app.ib, 0, 4)
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.geometry(1, RenderableManager::PrimitiveType::TRIANGLES, app.vb2, app.ib, 0, 3)
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.culling(false)
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.receiveShadows(false)
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.castShadows(false)
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.skinning(4, transforms)
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.enableSkinningBuffers(false)
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.build(*engine, app.renderable);
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scene->addEntity(app.renderable);
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app.camera = utils::EntityManager::get().create();
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app.cam = engine->createCamera(app.camera);
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view->setCamera(app.cam);
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};
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auto cleanup = [&app](Engine* engine, View*, Scene*) {
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engine->destroy(app.skybox);
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engine->destroy(app.renderable);
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engine->destroy(app.mat);
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engine->destroy(app.vb);
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engine->destroy(app.vb2);
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engine->destroy(app.ib);
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engine->destroyCameraComponent(app.camera);
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utils::EntityManager::get().destroy(app.camera);
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};
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FilamentApp::get().animate([&app](Engine* engine, View* view, double now) {
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constexpr float ZOOM = 1.5f;
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const uint32_t w = view->getViewport().width;
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const uint32_t h = view->getViewport().height;
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const float aspect = (float) w / h;
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app.cam->setProjection(Camera::Projection::ORTHO,
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-aspect * ZOOM, aspect * ZOOM,
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-ZOOM, ZOOM, 0, 1);
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auto& rm = engine->getRenderableManager();
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// Bone skinning animation
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float tr = (float)(sin(now));
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mat4f trans[] = {filament::math::mat4f::translation(filament::math::float3{tr, 0, 0}),
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filament::math::mat4f::translation(filament::math::float3{-1, tr, 0}),
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filament::math::mat4f(1.f)};
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rm.setBones(rm.getInstance(app.renderable), trans, 3, 0);
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});
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FilamentApp::get().run(config, setup, cleanup);
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return 0;
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}
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